Enable you to have some sort of a low tech option (from other mods like JunkTrains or Early3x3Electric Furnace, Nanobots) when playing full bobs/angels without being to OP. Those techs are usually locked behind angels green science or higher, or require some construction or electronic block that you can't craft early on, which kind of defeat the idea of a early mod. Also add some sort of firepower if you're playing with harder enemies and can't kill the bases.
This mod does nothing by itself, it just changes the tech required for some specifics items while playing a full angels + components and research revamp.
It is intended to be played with bobs + angels + belt overall + angels components + new angels science.
The military research tech reductions is intended to be used when playing with harder enemies, like natural evolution, explosive biters, Rampant, etc. So you can have a chance to break free from the starter area with low tech. It is quite OP for just normal biters. The biters itself aren't much a problem, killing the armored bases with worms and so on is quite hard with yellow/red ammo, you will most likely run out of resource before you break it. You can always disable them if you don't like the changes or wanna a even tougher start.
All changes have a config associated with it, so you can always disable if you don't like it.
All settings are enabled by default when their mods are present, so you don't need to change anything, unless you don't like them.
Inital base save example: https://drive.google.com/file/d/1LRSxWz3KPEbFf7a_lzCA5_D_YNdoRnvr/view?usp=sharing
List of changes:
- Vanilla
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Add an option to reenable the Iron Chest recipe if some mod disable it.
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Change circuit-network tech to be unlocked after red circuit.
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Add a red science (automation) recipe for Youki, for those recipes in Yuoki Engines that require it;
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Add a green science (logistic) recipe for Youki, for those recipes in Yuoki Engines that require it;
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Add ore conversion from Bob's ore to Yuoki unicomp, references from Yuoki and Bob's Ores Integration;
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Change the recipe to use a Electronic Block 0 instead of 2 in the primitive electric furnace, so you can actually use it in early game;
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Change the minable result of the primitive electric furnace to result its components when angels components drop is enabled;
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Add option to reduce the crafting speed of basic electric furnace from 2.0 to 1.5 so it is actually slower than normal electric furnace;
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Change the early scrap signals network tech so you can research it early
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Changes the recipe for the scrap network (station, signal, chain signal) to be some how expensive but easy to get in early game, enabling you to go rail world much early.
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Add option to remove the research tech requirements for nanobots so you can actually research it. If you have the Spidertron Engineer, please check the compatibility option in the Spidertron Engineer options, otherwise the nano gun won't be available and the nano bots ammo will be useless.
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Reduce the tech research requirements from green to red warfare 1
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Reduce the tech research requirements from green to red warfare 1, only for the first tier and without any upgrades, this is only to be able to kill armored bases.
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Reduce the tech research requirements for the first drones so you can research them with gray science.
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Reduce the tech research requirements for the basic loader so you can research it with gray science.
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Reduce the tech research requirements for the first cycle to match angels exploration research, not that op as the cycle is quite fragile and has no offensive capabilities, good for exploration though.
Thanks for helping me out with the overrides:
- Kingarthur
- Mrvn